Various work on osgViewer library, including warp point and graphics window resize support
This commit is contained in:
@@ -36,10 +36,73 @@ int main( int argc, char **argv )
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viewer.setCameraManipulator(new osgGA::TrackballManipulator());
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viewer.getCamera()->setClearColor(osg::Vec4f(0.6f,0.6f,0.8f,1.0f));
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#if 1
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osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
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if (!wsi)
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{
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osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
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return 0;
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}
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unsigned int width, height;
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wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->x = 0;
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traits->y = 0;
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traits->width = width;
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traits->height = height;
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#if 0
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traits->windowDecoration = false;
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#else
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traits->windowDecoration = true;
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#endif
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
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if (gw)
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{
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osg::notify(osg::NOTICE)<<" GraphicsWindow has been created successfully."<<gw<<std::endl;
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gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height );
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}
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else
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{
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osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
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}
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unsigned int numCameras = 2;
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double aspectRatioScale = 1.0;///(double)numCameras;
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for(unsigned int i=0; i<numCameras;++i)
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setGraphicsContext(gc.get());
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camera->setViewport(new osg::Viewport((i*width)/numCameras,(i*height)/numCameras, width/numCameras, height/numCameras));
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GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
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camera->setDrawBuffer(buffer);
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camera->setReadBuffer(buffer);
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viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
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}
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viewer.setUpRenderingSupport();
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viewer.assignSceneDataToCameras();
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#else
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viewer.setUpViewAcrossAllScreens();
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#endif
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viewer.realize();
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bool limitNumberOfFrames = true;
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gw->requestWarpPointer(100,100);
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bool limitNumberOfFrames = false;
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unsigned int numFrames = 0;
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unsigned int maxFrames = 10;
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@@ -7,7 +7,7 @@ using namespace osgGA;
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GliderManipulator::GliderManipulator()
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{
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_modelScale = 0.01f;
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_velocity = 0.0f;
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_velocity = 0.2f;
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_yawMode = YAW_AUTOMATICALLY_WHEN_BANKED;
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_distance = 1.0f;
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@@ -74,7 +74,7 @@ void GliderManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us)
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us.requestContinuousUpdate(false);
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_velocity = 0.0f;
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_velocity = 0.2f;
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if (ea.getEventType()!=GUIEventAdapter::RESIZE)
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{
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@@ -143,10 +143,71 @@ int main( int argc, char **argv )
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viewer.setSceneData( rootnode );
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// set up the value with sensible default event handlers.
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viewer.setUpViewAcrossAllScreens();
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#if 0
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osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
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if (!wsi)
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{
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osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
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return 0;
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}
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unsigned int width, height;
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wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
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width -= 500;
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height -= 500;
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->x = 500;
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traits->y = 500;
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traits->width = width;
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traits->height = height;
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#if 0
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traits->windowDecoration = false;
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#else
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traits->windowDecoration = true;
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#endif
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
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if (gw)
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{
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osg::notify(osg::NOTICE)<<" GraphicsWindow has been created successfully."<<gw<<std::endl;
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gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height );
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}
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else
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{
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osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
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}
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unsigned int numCameras = 2;
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double aspectRatioScale = 1.0/(double)numCameras;
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for(unsigned int i=0; i<numCameras;++i)
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setGraphicsContext(gc.get());
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camera->setViewport(new osg::Viewport((i*width)/numCameras,(i*height)/numCameras, width/numCameras, height/numCameras));
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GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
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camera->setDrawBuffer(buffer);
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camera->setReadBuffer(buffer);
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viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
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}
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viewer.setUpRenderingSupport();
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viewer.assignSceneDataToCameras();
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#else
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viewer.setUpViewAcrossAllScreens();
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#endif
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// create the windows and run the threads.
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viewer.realize();
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while( !viewer.done() )
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@@ -11,6 +11,7 @@
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgUtil/TriStripVisitor>
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#include <osgProducer/Viewer>
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@@ -57,10 +58,26 @@ char vertexShaderSource_texture[] =
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"\n"
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" gl_TexCoord[0] = gl_Vertex; \n"
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" vec4 vert = gl_Vertex; \n"
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" vert.z = texture2D( vertexTexture, gl_TexCoord[0].xy).x*0.0001; \n"
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" vert.z = texture2D( vertexTexture, gl_TexCoord[0].xy).x*0.1; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// vertex shader using texture read
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char vertexShaderSource_texture2[] =
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"uniform sampler2D vertexTexture; \n"
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"uniform sampler2D vertexTexture2; \n"
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"uniform float osg_FrameTime;\n"
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"\n"
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"void main(void) \n"
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"{ \n"
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"\n"
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" gl_TexCoord[0] = gl_Vertex; \n"
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" vec4 vert = gl_Vertex; \n"
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" float r = 1.0 + 0.5 * sin(osg_FrameTime);\n"
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" vert.z = (texture2D( vertexTexture, gl_TexCoord[0].xy).x * (1-r) + texture2D( vertexTexture2, gl_TexCoord[0].xy).x * r)*0.1; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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@@ -73,7 +90,33 @@ char fragmentShaderSource[] =
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" gl_FragColor = texture2D( baseTexture, gl_TexCoord[0].xy); \n"
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"}\n";
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#if 0
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char fragmentShaderNormalSource[] =
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"uniform sampler2D baseTexture; \n"
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"uniform sampler2D vertexTexture; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" const float dx = 0.0010; \n"
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" const float dy = 0.0010; \n"
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" float dz_dx = texture2D( vertexTexture, gl_TexCoord[0].xy + vec2(dx,0.0)).x - texture2D( vertexTexture, gl_TexCoord[0].xy + vec2(-dx,0.0)).x; \n"
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" float dz_dy = texture2D( vertexTexture, gl_TexCoord[0].xy + vec2(0.0,dy)).x - texture2D( vertexTexture, gl_TexCoord[0].xy + vec2(0.0,-dy)).x; \n"
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" vec3 normal = normalize(vec3(-dz_dx, -dz_dy, dx*50));\n"
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" \n"
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" gl_FragColor = vec4(normal.z,normal.z,normal.z,1.0); \n"
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"}\n";
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#else
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char fragmentShaderNormalSource[] =
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"uniform sampler2D baseTexture; \n"
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"uniform sampler2D vertexTexture; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" vec3 normal = normalize(texture2D( baseTexture, gl_TexCoord[0].xy).xyz);\n"
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" \n"
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" gl_FragColor = vec4(normal.z,normal.z,normal.z,1.0); \n"
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"}\n";
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#endif
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class UniformVarying : public osg::Uniform::Callback
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{
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@@ -85,7 +128,7 @@ class UniformVarying : public osg::Uniform::Callback
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}
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};
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osg::Node* createModel(const std::string& shader, const std::string& textureFileName, const std::string& terrainFileName)
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osg::Node* createModel(const std::string& shader, const std::string& textureFileName, const std::string& terrainFileName, const std::string& terrainFileName2, unsigned int cacheSize, unsigned int maxSize, bool joinStrips, const std::string& mesh)
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{
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osg::Geode* geode = new osg::Geode;
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@@ -131,8 +174,6 @@ osg::Node* createModel(const std::string& shader, const std::string& textureFile
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}
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else if (shader=="texture")
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_texture);
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program->addShader(vertex_shader);
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osg::Image* image = 0;
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@@ -166,17 +207,54 @@ osg::Node* createModel(const std::string& shader, const std::string& textureFile
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vertexTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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vertexTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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vertexTexture->setInternalFormat(GL_LUMINANCE_FLOAT32_ATI);
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vertexTexture->setResizeNonPowerOfTwoHint(false);
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stateset->setTextureAttributeAndModes(1,vertexTexture);
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osg::Uniform* vertexTextureSampler = new osg::Uniform("vertexTexture",1);
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stateset->addUniform(vertexTextureSampler);
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if (!terrainFileName2.empty())
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{
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osg::Image* image2 = osgDB::readImageFile(terrainFileName2);
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osg::Texture2D* vertexTexture2 = new osg::Texture2D(image2);
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vertexTexture2->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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vertexTexture2->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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vertexTexture2->setInternalFormat(GL_LUMINANCE_FLOAT32_ATI);
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vertexTexture2->setResizeNonPowerOfTwoHint(false);
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stateset->setTextureAttributeAndModes(2,vertexTexture2);
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osg::Uniform* vertexTextureSampler2 = new osg::Uniform("vertexTexture2",2);
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stateset->addUniform(vertexTextureSampler2);
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}
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}
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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program->addShader(fragment_shader);
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if (terrainFileName2.empty())
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderNormalSource);
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program->addShader(fragment_shader);
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_texture);
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program->addShader(vertex_shader);
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}
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else
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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program->addShader(fragment_shader);
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_texture2);
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program->addShader(vertex_shader);
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}
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osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile(textureFileName));
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stateset->setTextureAttributeAndModes(0,texture);
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@@ -209,20 +287,215 @@ osg::Node* createModel(const std::string& shader, const std::string& textureFile
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geom->setVertexArray(vertices);
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for(iy=0; iy<num_y-1; ++iy)
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unsigned int totalIndices = 0;
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if (mesh=="triangles" || mesh=="tristrip")
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{
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unsigned int element_no = 0;
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osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLE_STRIP, num_x*2);
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unsigned int index = iy * num_x;
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for(unsigned int ix = 0; ix<num_x; ++ix)
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if (cacheSize)
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{
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(*elements)[element_no++] = index + num_x;
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(*elements)[element_no++] = index++;
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unsigned int index=0;
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osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLES);
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geom->addPrimitiveSet(elements);
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elements->dirty();
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for(unsigned int is=0; is<num_x; is += cacheSize-1)
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{
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for(iy=0; iy<num_y-1; ++iy)
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{
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unsigned int num_in_stripe = osg::minimum(cacheSize, num_x-is);
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bool rightToLeft = true;
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if (elements->size() > maxSize)
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{
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osg::notify(osg::NOTICE)<<"elements->size() = "<<elements->size()<<std::endl;
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totalIndices += elements->size();
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index=0;
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elements = new osg::DrawElementsUInt(GL_TRIANGLES);
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geom->addPrimitiveSet(elements);
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elements->dirty();
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}
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if (rightToLeft)
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{
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index = iy * num_x + is;
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for(unsigned int ix = 0; ix<num_in_stripe-1; ++ix)
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{
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(*elements).push_back(index + num_x);
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(*elements).push_back(index);
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(*elements).push_back(index+1);
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(*elements).push_back(index + num_x);
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(*elements).push_back(index+1);
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(*elements).push_back(index + num_x + 1);
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++index;
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}
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}
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else
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{
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index = iy * num_x + is + (num_x-2);
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for(unsigned int ix = 0; ix<num_in_stripe-1; ++ix)
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{
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(*elements).push_back(index + num_x);
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(*elements).push_back(index);
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(*elements).push_back(index+1);
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(*elements).push_back(index + num_x);
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(*elements).push_back(index+1);
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(*elements).push_back(index + num_x + 1);
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--index;
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}
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}
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rightToLeft = !rightToLeft;
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}
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}
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totalIndices += elements->size();
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osg::notify(osg::NOTICE)<<"elements->size() = "<<elements->size()<<std::endl;
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}
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else
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{
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osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLES, (num_x-1)*(num_y-1)*6);
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elements->dirty();
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unsigned int element_no = 0;
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for(iy=0; iy<num_y-1; ++iy)
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{
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unsigned int index = iy * num_x;
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for(unsigned int ix = 0; ix<num_x-1; ++ix)
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{
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(*elements)[element_no++] = index + num_x;
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(*elements)[element_no++] = index;
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(*elements)[element_no++] = index+1;
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(*elements)[element_no++] = index + num_x;
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(*elements)[element_no++] = index+1;
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(*elements)[element_no++] = index + num_x + 1;
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++index;
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}
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}
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geom->addPrimitiveSet(elements);
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osg::notify(osg::NOTICE)<<"elements->size() = "<<elements->size()<<std::endl;
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}
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geom->addPrimitiveSet(elements);
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}
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else
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{
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// geom->setUseVertexBufferObjects(true);
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if (cacheSize)
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{
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bool needToJoin = false;
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unsigned int index=0;
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osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLE_STRIP);
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geom->addPrimitiveSet(elements);
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elements->dirty();
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for(unsigned int is=0; is<num_x; is += cacheSize-1)
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{
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for(iy=0; iy<num_y-1; ++iy)
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{
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unsigned int num_in_stripe = osg::minimum(cacheSize, num_x-is);
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bool rightToLeft = true;
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if (elements->size() > maxSize)
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{
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osg::notify(osg::NOTICE)<<"elements->size() = "<<elements->size()<<std::endl;
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totalIndices += elements->size();
|
||||
|
||||
needToJoin = false;
|
||||
index=0;
|
||||
elements = new osg::DrawElementsUInt(GL_TRIANGLE_STRIP);
|
||||
geom->addPrimitiveSet(elements);
|
||||
elements->dirty();
|
||||
|
||||
}
|
||||
|
||||
if (needToJoin) (*elements).push_back(elements->back());
|
||||
|
||||
if (rightToLeft)
|
||||
{
|
||||
|
||||
index = iy * num_x + is;
|
||||
|
||||
if (needToJoin) (*elements).push_back(index + num_x);
|
||||
|
||||
for(unsigned int ix = 0; ix<num_in_stripe; ++ix)
|
||||
{
|
||||
(*elements).push_back(index + num_x);
|
||||
(*elements).push_back(index++);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
index = iy * num_x + is + (num_x-1);
|
||||
|
||||
if (needToJoin) (*elements).push_back(index);
|
||||
|
||||
for(unsigned int ix = 0; ix<num_in_stripe; ++ix)
|
||||
{
|
||||
(*elements).push_back(index);
|
||||
(*elements).push_back(index-- + num_x);
|
||||
}
|
||||
}
|
||||
|
||||
rightToLeft = !rightToLeft;
|
||||
|
||||
needToJoin = true;
|
||||
}
|
||||
|
||||
}
|
||||
totalIndices += elements->size();
|
||||
}
|
||||
else
|
||||
{
|
||||
osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLE_STRIP);
|
||||
elements->dirty();
|
||||
geom->addPrimitiveSet(elements);
|
||||
bool needToJoin = false;
|
||||
unsigned int index=0;
|
||||
for(iy=0; iy<num_y-1; ++iy)
|
||||
{
|
||||
|
||||
if (needToJoin) (*elements).push_back(index-1);
|
||||
|
||||
index = iy * num_x;
|
||||
|
||||
if (needToJoin) (*elements).push_back(index + num_x);
|
||||
|
||||
for(unsigned int ix = 0; ix<num_x; ++ix)
|
||||
{
|
||||
(*elements).push_back(index + num_x);
|
||||
(*elements).push_back(index++);
|
||||
}
|
||||
needToJoin = true;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
osg::notify(osg::NOTICE)<<"totalIndices = "<<totalIndices<<std::endl;
|
||||
|
||||
if (mesh=="tristrip")
|
||||
{ osgUtil::TriStripVisitor stripper;
|
||||
stripper.stripify(*geom);
|
||||
}
|
||||
|
||||
#if 0
|
||||
geom->setUseVertexBufferObjects(true);
|
||||
#else
|
||||
geom->setUseVertexBufferObjects(false);
|
||||
#endif
|
||||
|
||||
return geode;
|
||||
}
|
||||
@@ -252,6 +525,21 @@ int main(int argc, char *argv[])
|
||||
std::string terrainFileName("");
|
||||
while(arguments.read("-d",terrainFileName)) {}
|
||||
|
||||
std::string terrainFileName2("");
|
||||
while(arguments.read("-d2",terrainFileName2)) {}
|
||||
|
||||
unsigned int cacheSize = 0;
|
||||
while(arguments.read("--cache",cacheSize)) {}
|
||||
|
||||
unsigned int maxSize = 2048;
|
||||
while(arguments.read("--max",maxSize)) {}
|
||||
|
||||
std::string mesh("strip");
|
||||
while(arguments.read("--mesh",mesh)) {}
|
||||
|
||||
bool joinStrips = false;
|
||||
while(arguments.read("--join")) { joinStrips = true; }
|
||||
|
||||
// get details on keyboard and mouse bindings used by the viewer.
|
||||
viewer.getUsage(*arguments.getApplicationUsage());
|
||||
|
||||
@@ -273,7 +561,7 @@ int main(int argc, char *argv[])
|
||||
}
|
||||
|
||||
// load the nodes from the commandline arguments.
|
||||
osg::Node* model = createModel(shader,textureFileName,terrainFileName);
|
||||
osg::Node* model = createModel(shader,textureFileName,terrainFileName,terrainFileName2, cacheSize, maxSize, joinStrips,mesh);
|
||||
if (!model)
|
||||
{
|
||||
return 1;
|
||||
|
||||
@@ -31,442 +31,7 @@
|
||||
// for the grid data..
|
||||
#include "../osghangglide/terrain_coords.h"
|
||||
|
||||
// class to create the forest and manage the movement between various techniques.
|
||||
class ForestTechniqueManager : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
|
||||
ForestTechniqueManager() {}
|
||||
|
||||
class Tree : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
|
||||
Tree():
|
||||
_color(255,255,255,255),
|
||||
_width(1.0f),
|
||||
_height(1.0f),
|
||||
_type(0) {}
|
||||
|
||||
Tree(const osg::Vec3& position, const osg::Vec4ub& color, float width, float height, unsigned int type):
|
||||
_position(position),
|
||||
_color(color),
|
||||
_width(width),
|
||||
_height(height),
|
||||
_type(type) {}
|
||||
|
||||
osg::Vec3 _position;
|
||||
osg::Vec4ub _color;
|
||||
float _width;
|
||||
float _height;
|
||||
unsigned int _type;
|
||||
};
|
||||
|
||||
typedef std::vector< osg::ref_ptr<Tree> > TreeList;
|
||||
|
||||
class Cell : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
typedef std::vector< osg::ref_ptr<Cell> > CellList;
|
||||
|
||||
Cell():_parent(0) {}
|
||||
Cell(osg::BoundingBox& bb):_parent(0), _bb(bb) {}
|
||||
|
||||
void addCell(Cell* cell) { cell->_parent=this; _cells.push_back(cell); }
|
||||
|
||||
void addTree(Tree* tree) { _trees.push_back(tree); }
|
||||
|
||||
void addTrees(const TreeList& trees) { _trees.insert(_trees.end(),trees.begin(),trees.end()); }
|
||||
|
||||
void computeBound();
|
||||
|
||||
bool contains(const osg::Vec3& position) const { return _bb.contains(position); }
|
||||
|
||||
bool divide(unsigned int maxNumTreesPerCell=10);
|
||||
|
||||
bool devide(bool xAxis, bool yAxis, bool zAxis);
|
||||
|
||||
void bin();
|
||||
|
||||
|
||||
Cell* _parent;
|
||||
osg::BoundingBox _bb;
|
||||
CellList _cells;
|
||||
TreeList _trees;
|
||||
|
||||
};
|
||||
|
||||
float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; }
|
||||
int random(int min,int max) { return min + (int)((float)(max-min)*(float)rand()/(float)RAND_MAX); }
|
||||
|
||||
osg::Geode* createTerrain(const osg::Vec3& origin, const osg::Vec3& size);
|
||||
|
||||
void createTreeList(osg::Node* terrain,const osg::Vec3& origin, const osg::Vec3& size,unsigned int numTreesToCreate,TreeList& trees);
|
||||
|
||||
osg::Geometry* createOrthogonalQuadsNoColor( const osg::Vec3& pos, float w, float h );
|
||||
|
||||
osg::Node* createShaderGraph(Cell* cell,osg::StateSet* stateset);
|
||||
|
||||
osg::Node* createScene(unsigned int numTreesToCreates);
|
||||
|
||||
|
||||
};
|
||||
|
||||
// event handler to capture keyboard events and use them to advance the technique used for rendering
|
||||
void ForestTechniqueManager::Cell::computeBound()
|
||||
{
|
||||
_bb.init();
|
||||
for(CellList::iterator citr=_cells.begin();
|
||||
citr!=_cells.end();
|
||||
++citr)
|
||||
{
|
||||
(*citr)->computeBound();
|
||||
_bb.expandBy((*citr)->_bb);
|
||||
}
|
||||
|
||||
for(TreeList::iterator titr=_trees.begin();
|
||||
titr!=_trees.end();
|
||||
++titr)
|
||||
{
|
||||
_bb.expandBy((*titr)->_position);
|
||||
}
|
||||
}
|
||||
|
||||
bool ForestTechniqueManager::Cell::divide(unsigned int maxNumTreesPerCell)
|
||||
{
|
||||
|
||||
if (_trees.size()<=maxNumTreesPerCell) return false;
|
||||
|
||||
computeBound();
|
||||
|
||||
float radius = _bb.radius();
|
||||
float divide_distance = radius*0.7f;
|
||||
if (devide((_bb.xMax()-_bb.xMin())>divide_distance,(_bb.yMax()-_bb.yMin())>divide_distance,(_bb.zMax()-_bb.zMin())>divide_distance))
|
||||
{
|
||||
// recusively divide the new cells till maxNumTreesPerCell is met.
|
||||
for(CellList::iterator citr=_cells.begin();
|
||||
citr!=_cells.end();
|
||||
++citr)
|
||||
{
|
||||
(*citr)->divide(maxNumTreesPerCell);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool ForestTechniqueManager::Cell::devide(bool xAxis, bool yAxis, bool zAxis)
|
||||
{
|
||||
if (!(xAxis || yAxis || zAxis)) return false;
|
||||
|
||||
if (_cells.empty())
|
||||
_cells.push_back(new Cell(_bb));
|
||||
|
||||
if (xAxis)
|
||||
{
|
||||
unsigned int numCellsToDivide=_cells.size();
|
||||
for(unsigned int i=0;i<numCellsToDivide;++i)
|
||||
{
|
||||
Cell* orig_cell = _cells[i].get();
|
||||
Cell* new_cell = new Cell(orig_cell->_bb);
|
||||
|
||||
float xCenter = (orig_cell->_bb.xMin()+orig_cell->_bb.xMax())*0.5f;
|
||||
orig_cell->_bb.xMax() = xCenter;
|
||||
new_cell->_bb.xMin() = xCenter;
|
||||
|
||||
_cells.push_back(new_cell);
|
||||
}
|
||||
}
|
||||
|
||||
if (yAxis)
|
||||
{
|
||||
unsigned int numCellsToDivide=_cells.size();
|
||||
for(unsigned int i=0;i<numCellsToDivide;++i)
|
||||
{
|
||||
Cell* orig_cell = _cells[i].get();
|
||||
Cell* new_cell = new Cell(orig_cell->_bb);
|
||||
|
||||
float yCenter = (orig_cell->_bb.yMin()+orig_cell->_bb.yMax())*0.5f;
|
||||
orig_cell->_bb.yMax() = yCenter;
|
||||
new_cell->_bb.yMin() = yCenter;
|
||||
|
||||
_cells.push_back(new_cell);
|
||||
}
|
||||
}
|
||||
|
||||
if (zAxis)
|
||||
{
|
||||
unsigned int numCellsToDivide=_cells.size();
|
||||
for(unsigned int i=0;i<numCellsToDivide;++i)
|
||||
{
|
||||
Cell* orig_cell = _cells[i].get();
|
||||
Cell* new_cell = new Cell(orig_cell->_bb);
|
||||
|
||||
float zCenter = (orig_cell->_bb.zMin()+orig_cell->_bb.zMax())*0.5f;
|
||||
orig_cell->_bb.zMax() = zCenter;
|
||||
new_cell->_bb.zMin() = zCenter;
|
||||
|
||||
_cells.push_back(new_cell);
|
||||
}
|
||||
}
|
||||
|
||||
bin();
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
void ForestTechniqueManager::Cell::bin()
|
||||
{
|
||||
// put trees in apprpriate cells.
|
||||
TreeList treesNotAssigned;
|
||||
for(TreeList::iterator titr=_trees.begin();
|
||||
titr!=_trees.end();
|
||||
++titr)
|
||||
{
|
||||
Tree* tree = titr->get();
|
||||
bool assigned = false;
|
||||
for(CellList::iterator citr=_cells.begin();
|
||||
citr!=_cells.end() && !assigned;
|
||||
++citr)
|
||||
{
|
||||
if ((*citr)->contains(tree->_position))
|
||||
{
|
||||
(*citr)->addTree(tree);
|
||||
assigned = true;
|
||||
}
|
||||
}
|
||||
if (!assigned) treesNotAssigned.push_back(tree);
|
||||
}
|
||||
|
||||
// put the unassigned trees back into the original local tree list.
|
||||
_trees.swap(treesNotAssigned);
|
||||
|
||||
|
||||
// prune empty cells.
|
||||
CellList cellsNotEmpty;
|
||||
for(CellList::iterator citr=_cells.begin();
|
||||
citr!=_cells.end();
|
||||
++citr)
|
||||
{
|
||||
if (!((*citr)->_trees.empty()))
|
||||
{
|
||||
cellsNotEmpty.push_back(*citr);
|
||||
}
|
||||
}
|
||||
_cells.swap(cellsNotEmpty);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void ForestTechniqueManager::createTreeList(osg::Node* terrain,const osg::Vec3& origin, const osg::Vec3& size,unsigned int numTreesToCreate,TreeList& trees)
|
||||
{
|
||||
|
||||
float max_TreeHeight = sqrtf(size.length2()/(float)numTreesToCreate);
|
||||
float max_TreeWidth = max_TreeHeight*0.5f;
|
||||
|
||||
float min_TreeHeight = max_TreeHeight*0.3f;
|
||||
float min_TreeWidth = min_TreeHeight*0.5f;
|
||||
|
||||
trees.reserve(trees.size()+numTreesToCreate);
|
||||
|
||||
|
||||
for(unsigned int i=0;i<numTreesToCreate;++i)
|
||||
{
|
||||
Tree* tree = new Tree;
|
||||
tree->_position.set(random(origin.x(),origin.x()+size.x()),random(origin.y(),origin.y()+size.y()),origin.z());
|
||||
tree->_color.set(random(128,255),random(128,255),random(128,255),255);
|
||||
tree->_width = random(min_TreeWidth,max_TreeWidth);
|
||||
tree->_height = random(min_TreeHeight,max_TreeHeight);
|
||||
tree->_type = 0;
|
||||
|
||||
if (terrain)
|
||||
{
|
||||
osgUtil::IntersectVisitor iv;
|
||||
osg::ref_ptr<osg::LineSegment> segDown = new osg::LineSegment;
|
||||
|
||||
segDown->set(tree->_position,tree->_position+osg::Vec3(0.0f,0.0f,size.z()));
|
||||
iv.addLineSegment(segDown.get());
|
||||
|
||||
terrain->accept(iv);
|
||||
|
||||
if (iv.hits())
|
||||
{
|
||||
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get());
|
||||
if (!hitList.empty())
|
||||
{
|
||||
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
|
||||
osg::Vec3 np = hitList.front().getWorldIntersectNormal();
|
||||
tree->_position = ip;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
trees.push_back(tree);
|
||||
}
|
||||
}
|
||||
|
||||
osg::Geometry* ForestTechniqueManager::createOrthogonalQuadsNoColor( const osg::Vec3& pos, float w, float h)
|
||||
{
|
||||
// set up the coords
|
||||
osg::Vec3Array& v = *(new osg::Vec3Array(8));
|
||||
osg::Vec2Array& t = *(new osg::Vec2Array(8));
|
||||
|
||||
float rotation = random(0.0f,osg::PI/2.0f);
|
||||
float sw = sinf(rotation)*w*0.5f;
|
||||
float cw = cosf(rotation)*w*0.5f;
|
||||
|
||||
v[0].set(pos.x()-sw,pos.y()-cw,pos.z()+0.0f);
|
||||
v[1].set(pos.x()+sw,pos.y()+cw,pos.z()+0.0f);
|
||||
v[2].set(pos.x()+sw,pos.y()+cw,pos.z()+h);
|
||||
v[3].set(pos.x()-sw,pos.y()-cw,pos.z()+h);
|
||||
|
||||
v[4].set(pos.x()-cw,pos.y()+sw,pos.z()+0.0f);
|
||||
v[5].set(pos.x()+cw,pos.y()-sw,pos.z()+0.0f);
|
||||
v[6].set(pos.x()+cw,pos.y()-sw,pos.z()+h);
|
||||
v[7].set(pos.x()-cw,pos.y()+sw,pos.z()+h);
|
||||
|
||||
t[0].set(0.0f,0.0f);
|
||||
t[1].set(1.0f,0.0f);
|
||||
t[2].set(1.0f,1.0f);
|
||||
t[3].set(0.0f,1.0f);
|
||||
|
||||
t[4].set(0.0f,0.0f);
|
||||
t[5].set(1.0f,0.0f);
|
||||
t[6].set(1.0f,1.0f);
|
||||
t[7].set(0.0f,1.0f);
|
||||
|
||||
osg::Geometry *geom = new osg::Geometry;
|
||||
|
||||
geom->setVertexArray( &v );
|
||||
|
||||
geom->setTexCoordArray( 0, &t );
|
||||
|
||||
geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8) );
|
||||
|
||||
return geom;
|
||||
}
|
||||
|
||||
class ShaderGeometry : public osg::Drawable
|
||||
{
|
||||
public:
|
||||
ShaderGeometry() { setUseDisplayList(false); }
|
||||
|
||||
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
|
||||
ShaderGeometry(const ShaderGeometry& ShaderGeometry,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY):
|
||||
osg::Drawable(ShaderGeometry,copyop) {}
|
||||
|
||||
META_Object(osg,ShaderGeometry)
|
||||
|
||||
typedef std::vector<osg::Vec4> PositionSizeList;
|
||||
|
||||
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
|
||||
{
|
||||
for(PositionSizeList::const_iterator itr = _trees.begin();
|
||||
itr != _trees.end();
|
||||
++itr)
|
||||
{
|
||||
glColor4fv(itr->ptr());
|
||||
_geometry->draw(renderInfo);
|
||||
}
|
||||
}
|
||||
|
||||
virtual osg::BoundingBox computeBound() const
|
||||
{
|
||||
osg::BoundingBox geom_box = _geometry->getBound();
|
||||
osg::BoundingBox bb;
|
||||
for(PositionSizeList::const_iterator itr = _trees.begin();
|
||||
itr != _trees.end();
|
||||
++itr)
|
||||
{
|
||||
bb.expandBy(geom_box.corner(0)*(*itr)[3] +
|
||||
osg::Vec3( (*itr)[0], (*itr)[1], (*itr)[2] ));
|
||||
bb.expandBy(geom_box.corner(7)*(*itr)[3] +
|
||||
osg::Vec3( (*itr)[0], (*itr)[1], (*itr)[2] ));
|
||||
}
|
||||
return bb;
|
||||
}
|
||||
|
||||
void setGeometry(osg::Geometry* geometry)
|
||||
{
|
||||
_geometry = geometry;
|
||||
}
|
||||
|
||||
void addTree(ForestTechniqueManager::Tree& tree)
|
||||
{
|
||||
_trees.push_back(osg::Vec4(tree._position.x(), tree._position.y(), tree._position.z(), tree._height));
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Geometry> _geometry;
|
||||
|
||||
PositionSizeList _trees;
|
||||
|
||||
protected:
|
||||
|
||||
virtual ~ShaderGeometry() {}
|
||||
|
||||
};
|
||||
|
||||
osg::Geometry* shared_geometry = 0;
|
||||
|
||||
osg::Node* ForestTechniqueManager::createShaderGraph(Cell* cell,osg::StateSet* stateset)
|
||||
{
|
||||
if (shared_geometry==0)
|
||||
{
|
||||
shared_geometry = createOrthogonalQuadsNoColor(osg::Vec3(0.0f,0.0f,0.0f),1.0f,1.0f);
|
||||
//shared_geometry->setUseDisplayList(false);
|
||||
}
|
||||
|
||||
|
||||
bool needGroup = !(cell->_cells.empty());
|
||||
bool needTrees = !(cell->_trees.empty());
|
||||
|
||||
osg::Geode* geode = 0;
|
||||
osg::Group* group = 0;
|
||||
|
||||
if (needTrees)
|
||||
{
|
||||
geode = new osg::Geode;
|
||||
|
||||
ShaderGeometry* shader_geometry = new ShaderGeometry;
|
||||
shader_geometry->setGeometry(shared_geometry);
|
||||
|
||||
|
||||
for(TreeList::iterator itr=cell->_trees.begin();
|
||||
itr!=cell->_trees.end();
|
||||
++itr)
|
||||
{
|
||||
Tree& tree = **itr;
|
||||
shader_geometry->addTree(tree);
|
||||
|
||||
}
|
||||
|
||||
geode->setStateSet(stateset);
|
||||
geode->addDrawable(shader_geometry);
|
||||
}
|
||||
|
||||
if (needGroup)
|
||||
{
|
||||
group = new osg::Group;
|
||||
for(Cell::CellList::iterator itr=cell->_cells.begin();
|
||||
itr!=cell->_cells.end();
|
||||
++itr)
|
||||
{
|
||||
group->addChild(createShaderGraph(itr->get(),stateset));
|
||||
}
|
||||
|
||||
if (geode) group->addChild(geode);
|
||||
|
||||
}
|
||||
if (group) return group;
|
||||
else return geode;
|
||||
}
|
||||
|
||||
osg::Node* ForestTechniqueManager::createScene(unsigned int /*numTreesToCreates*/)
|
||||
osg::Node* createScene()
|
||||
{
|
||||
osg::Group* scene = new osg::Group;
|
||||
|
||||
@@ -557,7 +122,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int /*numTreesToCreates*
|
||||
osg::Program* program = new osg::Program;
|
||||
stateset->setAttribute(program);
|
||||
|
||||
#if 1
|
||||
#if 0
|
||||
// use inline shaders
|
||||
|
||||
///////////////////////////////////////////////////////////////////
|
||||
@@ -576,7 +141,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int /*numTreesToCreates*
|
||||
" texcoord.x *= terrainScaleDown.x;\n"
|
||||
" texcoord.y *= terrainScaleDown.y;\n"
|
||||
"\n"
|
||||
" vec4 position;\n"
|
||||
" vec4 position;\n"ttm->
|
||||
" position.x = gl_Vertex.x;\n"
|
||||
" position.y = gl_Vertex.y;\n"
|
||||
" position.z = texture2D(terrainTexture, texcoord).r;\n"
|
||||
@@ -671,62 +236,6 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int /*numTreesToCreates*
|
||||
|
||||
std::cout<<"done."<<std::endl;
|
||||
|
||||
#if 0
|
||||
std::cout<<"Creating tree locations...";std::cout.flush();
|
||||
TreeList trees;
|
||||
createTreeList(0,origin,size,numTreesToCreates,trees);
|
||||
std::cout<<"done."<<std::endl;
|
||||
|
||||
std::cout<<"Creating cell subdivision...";
|
||||
osg::ref_ptr<Cell> cell = new Cell;
|
||||
cell->addTrees(trees);
|
||||
cell->divide();
|
||||
std::cout<<"done."<<std::endl;
|
||||
|
||||
|
||||
osg::Texture2D *tex = new osg::Texture2D;
|
||||
tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
|
||||
tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
|
||||
tex->setImage(osgDB::readImageFile("Images/tree0.rgba"));
|
||||
tex->setResizeNonPowerOfTwoHint(false);
|
||||
|
||||
osg::StateSet *dstate = new osg::StateSet;
|
||||
{
|
||||
dstate->setTextureAttributeAndModes(1, tex, osg::StateAttribute::ON );
|
||||
|
||||
dstate->setAttributeAndModes( new osg::BlendFunc, osg::StateAttribute::ON );
|
||||
|
||||
osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
|
||||
alphaFunc->setFunction(osg::AlphaFunc::GEQUAL,0.05f);
|
||||
dstate->setAttributeAndModes( alphaFunc, osg::StateAttribute::ON );
|
||||
|
||||
dstate->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
|
||||
|
||||
dstate->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
osg::StateSet* stateset = new osg::StateSet;
|
||||
|
||||
stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
|
||||
stateset->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
|
||||
|
||||
{
|
||||
osg::Program* program = new osg::Program;
|
||||
stateset->setAttribute(program);
|
||||
|
||||
// get shaders from source
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("shaders/forest2.vert")));
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/forest2.frag")));
|
||||
}
|
||||
|
||||
std::cout<<"Creating billboard based forest...";
|
||||
scene->addChild(createShaderGraph(cell.get(),stateset));
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
@@ -784,14 +293,9 @@ int main( int argc, char **argv )
|
||||
// construct the viewer.
|
||||
osgProducer::Viewer viewer(arguments);
|
||||
|
||||
float numTreesToCreates = 10000;
|
||||
arguments.read("--trees",numTreesToCreates);
|
||||
|
||||
// set up the value with sensible default event handlers.
|
||||
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
||||
|
||||
osg::ref_ptr<ForestTechniqueManager> ttm = new ForestTechniqueManager;
|
||||
|
||||
// get details on keyboard and mouse bindings used by the viewer.
|
||||
viewer.getUsage(*arguments.getApplicationUsage());
|
||||
|
||||
@@ -812,7 +316,7 @@ int main( int argc, char **argv )
|
||||
return 1;
|
||||
}
|
||||
|
||||
osg::Node* node = ttm->createScene((unsigned int)numTreesToCreates);
|
||||
osg::Node* node = createScene();
|
||||
|
||||
// add model to viewer.
|
||||
viewer.setSceneData( node );
|
||||
|
||||
Reference in New Issue
Block a user